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Affect Mind (pg 76)

Farseeing (pg 86)

Full Round Action


Range 10 Meters
Vitality Cost: 2 to Alter Perceptions, 4 to Suggestions
Check
Will DC
up to 4
5
5-14
10
15-24
15
25-34
20
35+
25

10 Minutes(once per day)


Vision
DC
Vitality
Seeing Another Place
15
3
Seeing the Past
20
6
Possible Future
25
9
You may also attempt a Farseeing Check (DC 25) in order to gain a re-roll
on any Saving Throw, Attack Roll, or Skill Check, with a vitality cost of 9.

Battle Mind (pg 77)


Move Action
Vitality Cost: 2 plus Bonus
Duration: 10 rounds
Check
Bonus to Attack
up to 4
+1
5-14
+2
15-24
+3
25-34
+4
35+
+5

Fear (pg 87)


Attack Action
Vitality Cost 2
Duration: 10 rounds
Using this skill gives the person a dark side point
Target may take a dark side point to immediately negate.
Provides a penalty to all skill checks and attack rolls
Check
Penalty
10-14
-2
15-19
-4
20-24
-6
25-29
-8
30+
-10

Drain Energy (pg 84)


Full Round Action
Vitality Cost: Depends on Target
Check
Will DC
14 or less
10
15-24
15
25+
20
If the target fails the save, the items power is drained and cant be used.
Unattended objects receive no saving throw
Power Source
Example
VP Cost
Simple Device
Datapad/Comlink
2
Power pack
Blaster/Ion Gun
4
Energy Cell
Lightsaber
8
Portable Generator
E-Web Blaster/Droid
12

Force Defense (pg 87)

Empathy (pg 84)

Force Grip (pg 87)

Attack Action
Duration: 10 rounds
Vitality Cost : 2
Adds a bonus to Bluff, Diplomacy, Handle Animal, Intimidate, Entertain,
Sense Motive
Resisted by the targets Will Save (DC = 10 + force users level)
Check
Bonus to Skills
up to 4
+1
5-14
+2
15-24
+3
25-34
+4
35+
+5

Attack Action
Vitality Cost: 4
Range: Anyone you can see
Using this ability grants a dark side point
On a failed Will save the target takes 3d6. On a successful save the target
takes damage.
Check
Will DC
9 or less
10
10-19
15
20+
20
If you spend an additional 2 vitality and the target fails his save, he becomes
dazed for a round.

Enhance Ability (pg 85)

Force Lightning (pg 87)

Attack Action
Duration: 10 Rounds
Vitality Cost: 3
Adds a Bonus to either Dex or Str
Check
Bonus
15-19
+2
20-24
+4
25-29
+6
30+
+8

Attack Action
Range 10 meters
Vitality Cost: 6
Using this skill grants a dark side point
Make a skill Check to determine Damage
Check
Damage
14 or less
No Damage
15-19
2d6
20-29
2d8
30+
2d10
Then make a Ranged Attack(threat of 20). If the attack hits, the target
suffers the damage and must make a Fort DC 20. On a failed save the target
is dazed for 1 round. If the save fails by 10 or more the target is dazed for
1d4+1 rounds. A dazed target falls prone.

Enhance Senses (pg 85)


Attack Action
Duration: 10 minutes
Vitality Cost : 3
Adds a bonus to any Listen, Search, Sense Motive, or Spot Checks
Check
Bonus
10-14
+2
15-19
+4
20-24
+6
25+
+8

Full Round Action


Duration: 10 Rounds
Vitality Cost: 3
Adds a Bonus to any saving throw versus force attacks
May be used as a reaction to an attack, with a duration of 10 rounds, but
with only half the bonus.
Check
Bonus
10-14
+2
15-19
+4
20-24
+6
25-29
+8
30+
+10

http://readthedamnbook.blogspot.com/

Force Stealth (pg 88)

Heal Self (pg 91)

Full Round Action


Vitality Cost 2
Force Stealth is used to hide from other Force Users who are attempting to
use See Force to locate another character.

Full Round Action


Vitality cost: see chart (failure 1)
May only attempt once per hour
Result
Amount
10-14
1d4+1 vitality
15-19
1d6+2 vitality
1d4+1 wounds
1d2 ability
20-24
1d8+4 vitality
1d6+2 wounds
1d4+1 ability
25+
2d6+6 vitality
1d8+4 wounds
1d6+2 ability

Force Strike (pg 88)


Attack Action
Range: 10 meters
Vitality Cost 2
On a failed Reflex save the target takes 3d4 damage, if the save is successful
the target takes damage.
Force Strike can affect up to 4 targets standing adjacent to one another.
Check
Reflex DC
9 or less
10
10-19
15
20+
20
By spending 2 additional Vitality points, your target is pushed 2 meters
directly away from you and knocked prone on a failed Reflex save. For
every 5 ranks you have in Move Object, the
target may be pushed back an additional 2 meters. In addition, the target gets
a +4 bonus to its Reflex save for every size category greater than Medium, a
4 penalty to its Reflex save for every size category smaller, and a +4 bonus
to its Reflex save if it has more than two legs If the target hits an obstacle it
lands prone in that square. Both the target and the obstacle take damage 1d6
points of damage. The obstacle may make a Reflex save DC 15 to avoid
being struck.

Friendship (pg 89)


Full Round Action
Duration: Up to 1 hour
Vitality Cost: 2
Employing calming emotions, the users may alter the attitude of an
unfriendly target. If the check fails the targets attitude worsens.
Current Attitude
New Attitude
Hostile
Unfriendly
Unfriendly
15
Indifferent
20
10
Friendly
25
15
Helpful
35
25
The target receives a Will Save
Result
5-14
15-24
25-34
35+

Save DC
10
15
20
25

Heal Another (pg 91)


Full Round Action
Vitality Cost: see chart (minimum of 1)
Result
Type/amount
10-14
stabilize
15-19
1d4+1 vitality
20-24
1d6+2 vitality
1d4+1 wounds
1d2 ability
25-29
1d8+4 vitality
1d6+2 wounds
1d4+1 ability
30+
2d6+2 vitality
1d8+4 wound
1d6+2 ability

Cost
1
1
2

Cost
0
0 or 1

0 or 2

0 or 4

Illusion (pg 92)


Attack Action
Vitality Cost: Based on Range
Check
Will DC
4 or less
10
5-14
15
15-24
20
25-34
25
35+
30
Maintaining an illusion for more than 1 round requires an attack action and
the expenditure of the Vitality Points.
Distance
Vitality Cost/Round
10 m
3
10 km
5
100 km
8
1,000 km
10
A character that successfully makes the Will Save may communicate the
knowledge to others who then may make a Will Save with a +4 modifier.

Move Object (pg 95)


Move action/Full round action if used as an attack
Vitality cost: see chart
Range 10 Meters
Weight
DC
Cost
.1-5kg
10
1
6-50kg
15
2
51-500
20
4
501-5000
25
8
5001-50,000
30
16
You can move an object up to 4 x your force user level in meters.
If the object is physically held by a target, he makes a Will save DC 10 +
your force user level to retain possession.
As an attack, Make a ranged attack against the target. Range increment of
10 meters. The target becomes dazed if successful and takes damage.
Object Size
Damage
up to 5kg
no damage
5-50kg
1d4
Larger objects do NOT daze. Instead treat as object falling into the persons
square.
Force Jump: Spend 4 vitality in order to add your ranks in move object to
your jump skill

See Force (pg 98)


Full round Action
Vitality Cost 3
DC of 25 minus force user level of the target. Or opposed by a Force Stealth
Roll.

Telepathy (pg 100)


Move Action
Vitality Cost: 3
Friendly Target is DC 10. Unfriendly Target DC 15 or Will Save.
Max Range
Max Range
Distance
Non Force Target
Force User Target
Mod
10m
10km
+0
100m
100km
+10
1km
1,000km
+20

http://readthedamnbook.blogspot.com/

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